Phantos_Argent
2016-07-10, 05:32 AM
I recently came across Andrew Ryans wonderful Dragon Age/Mass Effect crossover art. After admiring it for about a week, my homebrewers blood started to boil again and I got inspired to create this bit of brew.
http://img12.deviantart.net/eab4/i/2013/070/1/2/dragon_effect_by_andrewryanart-d5lq8wr.jpg
The World
Dominated by floating geography called Lands. These Lands are populated by various races, such as humans, asari, turians, and krogan. Travel between them is only possible through the use of Skyships, which in turn are powered by engines designed from etchings left behind by the Prothean race. There are dozens of huge Lands with room for thousands, but many are small enough to only account for a couple hundred.
The Citadel
An entirely artificial Land, the Citadel stays in place through it’s crystal powered gravity matrix. It is the center of Andros, in both the literal and figurative sense. The Council holds court there, a representative body made of Seconds. Each Second is chosen from the royal family of their race and will assume the throne upon the death of their current monarch.
It is also home to dozens of Ambassadors, each one from a different individual Land. They give voice to races without the political or military might to be on the Council or even Lands who are currently estranged from their racial origins.
In addition to housing hundreds Skyships, of which over half are outfitted for war, the Citadel is also where the Spectre headquarters are located. Each Spectre is an elite agent of the Council, capable of performing combat, subterfuge, and tactical operations with the absolute best. Many have homes on the Citadel, docking their personal craft in a special bay and relaxing between missions.
Races
Races are divided between Council, Citadel, and Rogue. Council races are designated as those with a spot on the Council, specifically Asari, Humans, Salarians, and Turians. Citadel races are designated as those with just an Ambassador on the Council, specifically the Hanar, Krogan, Drell, Volus, Elcor, and Quarian. Rogue races are designated as those without an official contact on the Citadel and not beholden to its laws, specifically the Batarian, Vorcha, Geth, Reapers, Collectors, Cyborgs, and all Constructs.
Foes
According to Council brochures on the subject, there are five distinct threats on Andross that every traveler must watch out for.
The first is the Geth. A race of intelligent constructs created by the Quarians using their advanced Helix technology, they’ve long since broken free, turning their former masters into nomads. While not an ever present threat, Geth are seemingly random, targeting odd libraries and ruins with the same voracity as they do to crystal shipments necessary for Helix technology.
The second are scoundrels of all types. These range from violent mercenary companies like the Blood Pack Ravagers to Drell assassins to Salarian conmen. A major source of these lay in Omega, a large mining Land and cesspit.
The third are the Reapers. Corpses infected with the Machina virus, they’re tough and insanely dangerous. Though it's been ten years since the brave crew of the Normandy defeated the dragon Reaper Harbringer and subsequently disappeared, Reapers are still active on the fringes of Andross. Travel to the outer lands are fraught with danger and there are even rumors of an existing dragon type Reaper, even though all were supposed to have been destroyed with Harbringer’s defeat.
The fourth are the Collectors. A servitor race of the Reapers developed from giant bugs, the Collectors broke free following their master’s fall. Schisms have started to appear in their society, as it currently lacks a queen for the hive to follow. Some wish to return to the Reaper’s service, some seek to prove their own superiority as a species, and a few even want to the join the Citadel races and seek peace.
The fifth is Cerberus. Seemingly a large organization dedicated to seeding Lands with human pilgrims, they revealed their true colors following the Reaper War and attempted to seize control of the Citadel for humanity. A shadow of their former self, Cerberus still maintains control over dozens of human colonies and has sympathizers both on Terra and the Citadel.
Money
Though often treated with disdain outside of the major lands, but gold and silver are accepted in almost every major land. The Citadel Bank controls money in a very real way by crafting small wooden cards that bear marks showing the holder's remaining credits. While these cards aren't accepted in Land that doesn't have a Bank branch, they make it much more difficult to steal and easier to purchase cheaper goods without paying in archaic half-silvers or quarter-silvers. The money is removed by whomever you are purchasing something from and added at any bank. Most businesses will pay their employees in writs which are then transferred to the cards. In small lands only a few places will take money of any sort, with most buying and selling being performed by exchanging goods or services. In larger lands outside Citadel control it is done with either silver, gold if you're stupid or very capable, and other substances, such as bits of tech and drugs. All coinage comes in the form of either silver or gold. One gold coin is enough for anything but a major purchase, while silver is used in more everyday transactions. 100 silver coins is equal to 1 gold coin. For example, someone mighty pay three gold coins for a set of mastercrafted adamantine armor, a new house, or three well trained mercenaries to perform a job.
This money system is entirely optional. GMs are especially encouraged to ignore this if they also wish to implement the standard magic item system rather than Runes. If you wish to buy base equipment with this system, the transfer rate to the base money system in pathfinder is 2 gold equal 1 Andross silver.
Spheres
Every race in Andross is capable of learning some form of Sphere magic, though certain classes excel at a few rather than others. Rather than selecting new talents or another Sphere, all classes gain talents in every sphere they’re trained in at a rate of 1 per 1/4th character levels. You do not gain talents retroactively. You may gain new talents through feats, but not new Spheres.
Every class casts spells as a Mid-Caster.
Council Races
Asari
Ability Scores- +4 Charisma, +2 Intelligence, -2 Constitution
Racial Features
Natural Biotics- Gain a single Biotic talent from the list provided by Adepts.
Attractive- Gain a +2 bonus on Bluff and Diplomacy checks. Both skills are always class skills for you.
Biology
Asari live for up to a 1000 years and each one is biologically female. Their average height is 5’4 and their average weight is a 100 lbs. They can breed with almost any species, but the result is always another asari. Many exhibit traits from their father race, such as a krogans tendency for violence or a humans cosmopolitan nature.
Society
They are seen as a mother race on Andross, having been the first to develop Skyships and discover the Citadel. Despite this, many Asari spend their first few hundred years of life dancing, fighting, or adventuring. Matron Asari, otherwise known as those who have been alive for more than 400 years, are natural leaders and assume such positions with grace.
Human
Use the standard human traits as presented in the pathfinder srd with the following exceptions.
The gain two +2 bonuses to add to any ability scores they want instead of a singular +2.
They may select two Alternate Racial Traits that usually replace their Bonus Feat or Skilled Racial Trait and gain those traits for free. They may choose two that replaces their Bonus Feat and vice versa for Skilled.
Society
While most humans are content to live out their life in peace, human travelers always seem especially driven and curious, which causes their excitable reputation. Humans are far more likely to break from the mold than the other races.
Salarian
Ability Scores- +2 Dexterity, +2 Intelligence, -2 Strength
Racial Features
Studied- Choose any two knowledge skills. Gain a +2 bonus to those knowledge skills.
Rapid Thought- You may add your intelligence modifier to your reflex save in addition to your dexterity.
Skill Focus- Anytime you gain a feat that would improve a bonus to any skill, double that bonus.
Swim Speed- Gain a 30 ft swim speed.
Biology
Marine in nature, Salarians are at home both underneath and above water. They have short lifespans, at most 60 years, but are still the greatest scholars and inventors in Andross. Their average height is 5’9 and their average weight is 90 lbs. A six to one male to female birth rate insures most Salarian females live safe at home, directing their families in positions of power.
Society
At its core, Salarian society focuses around the family, led by a female matriarch known as a Dalatrass. Families pave the way for their sons, providing education, training, and often bribes or threats to get them into as important positions as possible. They are then expected to repay this help by providing either favors or money.
Turian
Ability Scores- +2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma
Racial Features
Military Service- Increase your total starting equipment proficiencies by +2. m.
Raptor Focus- You may add your intelligence modifier to your perception checks, in addition to your wisdom modifier.
Low-Light Vision- All Turians possess low light vision.
Biology
A raptor species, the average turian is lean, tall, and wiry. Their average height is 6’2 and their average weight is 150 lbs. Most live as long as humans. They have an incredibly rigid skin and bone structure.
Society
In Turian society, duty is everything. Every Turian is expected to work for their military in some degree for at least seven years. This often includes police work, equipment crafting, and medical services for those who do not want combat active positions.
Citadel Races
Drell
Ability Scores- +2 Strength, +2 Dexterity, +2 Intelligence
Racial Features
Perfect Memory- All Drell can recall every moment of their lives, including sights and smells. This often grants a circumstance +4 racial bonus on perception, sense motive, and all knowledge checks.
Agile- All Drell are considered to have a running start when making an acrobatics check to jump.
Biology
Tall, strong, and agile, Drell perform combat tasks for the Hanar. They are reptilian in nature, preferring dry and hot climates. Their average height and weight are comparable to humans, though they live for several decades more.
Society
Always a relatively small race, their own Land’s core became unstable and the Hanar allowed them to live on theirs in exchange for the Drells servitude. Many who are raised on the new home Land are treated as second class citizens, though there are many families who settled elsewhere and adopted new customs.
Krogan
Ability Scores- +2 Strength, +4 Constitution, -4 Charisma
Fast Healing- All Krogan recover hitpoints at twice the normal rate from rest.
Rage- At half health or less Krogans may fly into a rage as a free action. This ability only functions once per day. They gain +4 Strength, +4 Constitution, and -2 AC. It lasts for 1d6 rounds.
Headbutt- Gain a natural slam attack that deals 1d6 damage, dealt by a hard head plate.
Racial Features
Biology
Incredibly tough and strong, Krogans are born to fight. Their average height is 6’8 and their average weight is 400 lbs. They may live for over six hundred years, though most fall to violence long before then. They developed a back hump to not only store water, but also protect from attacks from behind.
Society
On Tuchanka, a desolate waste Land, survival is never guaranteed. When Salarian agents introduced a plague that targeted Krogan females to end the long and bloody Krogan Rebellion, it not only reduced most females as prizes in their clans, but also reduced the Krogan race to that of wandering fighters.
Quarian
Ability Scores- +2 Dexterity, +4 Intelligence, -2 Strength
Racial Features
Mask- Every Quarian must breathe in air from their Land or become ill. Thus, they must constantly wear masks made of that material. Without the mask, they take 1d6+2 constitution damage that is only restored by wearing the mask for one minute. Each mask is enchanted to grant both darkvision 60 ft and immunity to gaze attacks. They are considered blind for the purposes of resisting special abilities and powers.
Tech Proficiency- Every Quarian is trained in the use of the Fission Gauntlet and receives one for free, as per the Engineer class feature. If their 1st level is in a class that already grants one, they receive a single Gadget instead.
Biology
Though they have not lived in their original Land for centuries now, Quarians must breathe in a natural gas exuded by it. Their average height, weight, and age are all similar to a human’s. They’re one of the smartest races in the galaxy, having designed Helix technology.
Society
Quarians became one of the most powerful races in the galaxy after they learned to imbue crystals with both energy and intelligence, creating Helixes. After centuries of servitude, their Helix golems known as the Geth rebelled, thus forcing the Quarian into open air without a Land to call their own.
Rogue Races
Construct
Ability Scores- +2 to any ability score
Racial Features
Construct Traits- All construct immunities. They still have a constitution modifier and must enter stasis for at least six hours every day. Cannot gain levels in a class that uses Biotics.
Designation- Every construct has a different designation or model. Though there are dozens, the most suitable towards adventuring are stated below. Upon character creation, choose a single one.
Service- Made to provide both physical and intellectual assistance. Gains a +4 racial bonus to a single Knowledge skill, Treat Injury, or Diplomacy.
Spy- Constructed to resemble a specific humanoid. Gains a +5 bonus on disguise checks to resemble that creature's race and a +10 bonus on disguise checks made to resemble that specific creature.
Combat- Made with advanced armor for combat. Gain a +2 bonus to natural armor.
Geth- Can work together seamlessly. May use Telepathy as a spell like ability at will, but only to communicate with other Geth.
Biology
Made from various clays, stones, wood, and metal.
Society
They have none. All constructs are made with a purpose, one that they must follow. The most intelligent of constructs can break free of this, but such free constructs must remain hidden or be hunted relentlessly.
Cyborg
Ability Scores- +4 to Strength or Dexterity, -2 Wisdom
Racial Features
Dual Race- All Cyborgs are considered to be both Constructs and Humans for the purposes of powers, abilities, feats, etc.
Machina Virus- Every Cyborg is originally a human infected with an altered version of the Machina virus. At character creation you choose any amount of the following alterations. For each alteration beyond the first, your character takes a -1 penalty on all charisma based skill checks, will saves, and loses 1 hit point.
Eyes- Gain 60 ft of darkvision.
Legs- Gain a climb speed of 30 ft.
Arms- Double your strength bonus to your carrying capacity and gain a +2 bonus to your CMB.
Chest- Gain +2 natural armor.
Organs- Gain a +4 racial bonus on fortitude saves against poison and disease.
Biology
Originally created by Cerberus, Cyborgs were their attempt at making soldiers to fight against the Reapers. Though they resemble humans, all Cyborgs stop aging when they are first injected, though it has only been a decade since their inception and it is not known if they suffer ill effects from age.
Society
Every Cyborg is hunted, either from their former masters or those that seem them as an extension of the Reapers. Most can cover their nature through thick clothing, but the Citadel’s official stance on them still labels cyborgs as enemy combatants.
Vorcha
Ability Scores- +2 Strength, +2 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma
Racial Features
Fast Healing- Every Vorcha gains fast healing 1.
Biology
Their unique biology makes Vorcha both strong warriors and dangerously unstable. Seen as vermin by most other societies, Vorcha reach adulthood after two years, but only live for 20. Their average height is 5’9 and their average weight is 100 lbs. Carnivorous, they must eat meat to survive.
Society
If Vorcha have a home Land, it is thankfully undiscovered. Instead, they live wherever people are willing to put up with them, often in the darkest cesspools of Andross. With the exception of the Krogan, most races are unwilling to work with them due to their habit of killing and eating anyone not strong enough to stop them.
Gear
Fission Gauntlets
One of the most common items found in Andross is the Fission Gauntlet. Incredibly common artifacts left behind by the Protheans, they come in all shapes, sizes, and materials. Created to function with hundreds of different configurations, most wielders only know one or two. Some of the most valuable Fission Gauntlets are made with special metals, such as adamantine or mithral. Any weapon configuration gains the properties of those materials if a Fission Gauntlet made from them is configured into the weapon.
Guns
Enchanted steel lies at the heart of every firearm, but it requires spell energy to recharge them. As a standard action you may spend a spell point to instantly recharge your gun. It is always a standard action to do so. Guns come in four different varieties, explained below
Pistol- This is a light ranged weapon that deals 1d6 ballistic damage, has a capacity of 6, a 19-20x2 critical, and a range increment of 30 ft. Costs 60 silver coins.
Handcannon- This is a one-handed ranged weapon that deals 1d10 ballistic damage, has a capacity of 8, a 20x2 critical, and a range increment of 40 ft. Costs 80 silver coins.
Rifle- This is a two-handed ranged weapon that deals 1d12 ballistic damage, has a capacity of 4, a 19-20x2 critical, and a range increment of 80 ft. Costs 1 gold coin.
Sniper Rifle- This is a two-handed ranged weapon that deals 2d10 ballistic damage, has a capacity of 2, a 20x3 critical, a range increment of 120 ft, and requires two spell points to recharge. Costs 2 gold coins.
Alternate Rules
Removal of Iterative Attacks
Instead of making multiple attacks as a full round action, every level you would gain an additional attack, you may instead gain a bonus combat feat. Usually this takes the form of a feat in either the Vital Strike or Two Weapon Fighting chain. Here are a few additional bonuses to use with this ruling.
All players start with Improved Unarmed Attack, Power Attack, Weapon Finesse, Combat Reflexes, and Point Blank Shot.
When making multiple attacks with Two Weapon Fighting you may move and attack so long as you still have movement and attacks left to use.
You may use Vital Strike as part of a Whirlwind Attack, Spring Attack, and charge.
You may use any Combat Maneuver as a swift action.
Stamina Points
In this system, spell points are incredibly valuable, powering both your spells and Runes. Alternatively, using the variant Stamina rules, you may retain the use of those Spell points. As a full round action you may draw on your physical might to restore your spell points. This allows you to exchange Stamina points for an equal number of Spell points. This can only be done once per day. Doing this while in combat requires you to make a DC 15 Will save or the Stamina points spent. Every character gains the Combat Stamina feat.
Runes
There are seven different types of Runes available in Andross. Both players and GMs are encouraged to develop their own. The amount of Runes players have should be dictated by the GM and is an easy way to control the standard of enemy players face. Here is a rough estimate of how certain campaigns will play out.
Base Rune, 1 per 8 levels- Common soldiers, village militia, only slightly more powerful than the average person.
Base Rune, 1 per 5 levels- Elite soldiers, adventurers, mercenaries, the standard for a moderate campaign.
Base Rune, 1 starting Rune, 1 per 4 levels- Royal guard, famed adventurers, champions for powerful nobles, strong enough to affect the course of a Land.
Base Rune, 3 starting Runes, 1 per 4 levels- National heroes, the chosen ones, famous throughout all of Andross, strong enough to stand against an entire Land. .
Base Rune
Every mortal is born with one of these Runes, though few gain an additional Rune or even improve their original. Additional spheres are always represented by a Rune. The first Rune every child grows is a base Rune. It is usually small and found on the back, but it is also where every other Rune originates from. A base Rune never grows in size, but does become more complex. It grants a +1 bonus to attack checks every 5 levels, a +2 bonus to melee and ranged damage rolls every 6 levels, and your attacks ignore 1 point of damage resistance every 5 levels. In addition, it grants a +1 bonus to all saving throws every 5 levels, a +1 natural armor bonus to AC every 4 levels, and +1 Damage Resistance every 6 levels.
Blood Runes
These Runes form after defeating a certain type of creature that corresponds to a Sorcerer Bloodline. Choose a singular Sorcerer Bloodline, including alternate Bloodlines. You gain all the powers from that Bloodline as a Sorcerer of equal level. If your character level would be high enough to gain bonus spells from that Bloodline, then you may cast them as a Sorcerer of equal level, but doing so requires you to spend Spell points equal to twice the spell’s level. For example, casting fireball would cost 6 Spell points. Gaining this type of Rune requires that you shed the blood from a creature of that type and it always comes in bright red.
Fate Runes
These Runes form by seemingly pure chance, but the recipient is usually marked for great things. Choose a single Oracle Mystery and gain Revelations out of that Mystery as if you were an Oracle of equal level. You may spend four Spell points to gain the use of a single Revelation that you qualify for, but you only retain it for eight hours. Gaining this type of Rune cannot be measured, but it always comes in pure gold.
Skill Runes
Often seen as the more mundane Runes, if used correctly they can be more effective than the flashier kind. These Runes form by either repetition of the used skill set or by performing a incredibly deed. Gain the use of a Variant Multiclassing Progression as well as +2 Spell points and a +2 bonus to a single physical ability score. Choose one of the following: Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue, Alchemist, Cavalier, or Gunslinger. Gaining this type of Rune requires training and it is always comes in a dark green.
Physical Runes
These Runes form naturally through hardship. Choose one of the following physical ability Runes. Gaining this type of Rune usually requires you to be in extreme danger and it forms in response to it, coming in a color that corresponds to the type; brown for strength, blue for dexterity, and yellow for constitution.
Strength- Gain +2 strength for every 4 levels. You may substitute your strength modifier for your dexterity modifier to your AC bonus, but it is still limited by your armor’s maximum dexterity bonus to AC. Treat your carrying capacity as if your strength score was 4 higher than it actually is. You may spend a Spell point to double the damage you deal against structures, increase your jump speed by +10 ft, or re-roll a single strength check, taking the better result.
Dexterity- Gain +2 dexterity for every 4 levels. You may deal your dexterity modifier in damage with throwing weapons, ranged weapons, light weapons, and finesse weapons. Increase your base land speed by +10 ft at level 1 and an additional 10 ft every 5 levels after that. Gain Evasion as per the Monk class feature. You may spend a Spell point to reroll a Reflex save (taking the second result), gain a climb speed of 30 ft for 1 round, or gain a +8 bonus on a single Acrobatics check.
Constitution- Gain +2 constitution for every 4 levels. You may substitute your constitution modifier for your dexterity modifier to your AC bonus, but it is still limited by your armor’s maximum dexterity bonus to AC. Gain fast healing 1. You may add your Constitution modifier to your Will saves. You may spend 2 Spell points to immediately end a current poisoned, stunned, dazed, sickened, staggered, or nauseated effect.
Special Runes
There are hundreds of strange, undiscovered, and powerful runes out there waiting to be inscribed. Though there are only a few presented here, players should feel welcome to submit their own.
Slayer's Rune- This Rune is formed after you've failed to kill the same supernatural creature multiple times. All your attacks are considered adamantine for the purposes of ignoring damage reduction, creatures you hit cannot restore hit points through magical means, damage you deal cannot be healed through fast healing, and any creature you bring to 0 hit points or less is instantly destroyed as if by the disintegration spell.
Magic Manipulation Rune- This Rune is formed after you've been permanently or semi-permanently altered by magic. Gain spell immunity, as per the Golem monster feature, and you may spend a spell point to cast any 0-level spell.
Swordmasters Rune- This Rune is only formed after facing overwhelming odds while only armed with a single sword. When wielding a sword (great sword, bastard sword, longsword, rapier, etc) you gain a +2 bonus to your initiative for every Weapon Focus or Weapon Specialization feat you have with that sword. You are considered a Fighter of equal level for the purposes of qualifying for bonus feats. Increase the critical range of all swords by +1. You ignore Shield bonuses to AC while wielding a sword. By spending a Spell point you may cast Bladed Dash as a standard action. By spending three Spell points you may cast Greater Bladed Dash as a standard action.
Speed Rune- This Rune is only formed after you've stopped a terrible event with almost no time left. Increase your base speed by +10 ft. You may spend 3 spell points to cast haste on yourself.
Animal Kin Rune- This Rune is only formed after you've successfully befriended a dangerous animal, such as a bear or lion. You gain 60 ft of darkvision, two 1d4 claw natural attacks, the scent monster ability, and are under a constant Speak With Animals effect. You may spend 2 spell points to cast Animal Aspect on yourself.
Impossible Archery Rune- This Rune is only formed after you make a practically impossible shot with a bow, such as rebounding off two walls to successfully hit the target dead center. All bows you wield are considered to have the Distance magical weapon enhancement. In addition, you may spend 2 spell points to use Seeker Arrow as per the Arcane Archer class feature, 4 spell points to use Phase Arrow as per the Arcane Archer class feature, or 6 spell points to use Hail of Arrows as per the Arcane Archer class feature.
Feats and Favored Class Bonuses
Feats
I may update this section later with additional material, but for right now I only have these few additional feats. The only feats you're allowed to take are Extra Magic Talent and Extra Spell Points. You may only gain a new Talent with Extra Magic Talent.
Rune Scholar
Requirements- 3 ranks in Linguistics
You have studied Runes extensively and learned to decipher their meanings. By studying a single Rune for five minutes you may instantly know what powers and abilities it grants.
Pilot
Requirements- Dex 14
You are capable of flying a skyship. When flying a skyship you have the option of making a Sleight of Hand, Riding, or (Profession) Sailing check with no penalty. Normally a character must take at least 1 rank in (Profession) Skyship Pilot and they still take a -4 penalty without this feat. A character without ranks in that skill takes a -8 penalty when attempting to pilot a skyship.
Fix It
You have discovered the second most common Fission Gauntlet Configuration. It is that of a multi-tool, which can take the form of any basic repair tool, such as a hammer, magnifying glass, thin spike, and screwdriver. You may add the levels of any class that grants a Fission Gauntlet on craft checks and repair checks when using this configuration.
Paragon
Requirements- Cha 12, Lawful alignment
Gain a +2 bonus on Diplomacy checks. Whenever you accomplish something through logical problem solving or non-violence, the GM may award you with a singular Paragon point. This point lasts until the end of the session and may be used to reroll a saving throw, taking the second roll, or restore a single Spell point. If your alignment ever changes to Chaotic, you lose the benefit of this feat, but gain the Renegade feat instead. Nothing changes if your alignment changes to neutral.
Renegade
Requirements- Cha 12, Chaotic alignment
Gain a +2 bonus on Intimidate checks. Whenever you accomplish something through violence or through sudden decisive action, the GM may award you with a singular Renegade point. This point lasts until the end of the session and may be used to
General Favored Class Bonuses
Every race and class has access to the following favored class bonuses.
Bonus Spell Points
Gain +1 spell point for every 2 class levels.
Bonus Talent
Gain a single bonus talent every 4 class levels.
Bonus Sphere
Gain a single bonus sphere every 6 class levels.
Specific Favored Class Bonuses
These class bonuses are allowed to certain classes.
Bonus Biotic Talent
Gain a single bonus Biotic talent every 6 class levels. Only available to Sentinels, Adepts, and Vanguards.
Bonus Assassin Talent
Gain a single bonus Assassin talent every 8 class levels. Only available to Infiltrators.
Bonus Gadget
Gain a single bonus Fission Gauntlet Configuration, taken from the Engineer class, every 3 levels. Only available to Engineers, Infiltrators, and Sentinels.
Bonus Fighting Mastery
Gain a single bonus Fighting Mastery, taken from the Soldier class, every 8 levels. Only available to Infiltrators, Soldiers, and Vanguards.
http://img12.deviantart.net/eab4/i/2013/070/1/2/dragon_effect_by_andrewryanart-d5lq8wr.jpg
The World
Dominated by floating geography called Lands. These Lands are populated by various races, such as humans, asari, turians, and krogan. Travel between them is only possible through the use of Skyships, which in turn are powered by engines designed from etchings left behind by the Prothean race. There are dozens of huge Lands with room for thousands, but many are small enough to only account for a couple hundred.
The Citadel
An entirely artificial Land, the Citadel stays in place through it’s crystal powered gravity matrix. It is the center of Andros, in both the literal and figurative sense. The Council holds court there, a representative body made of Seconds. Each Second is chosen from the royal family of their race and will assume the throne upon the death of their current monarch.
It is also home to dozens of Ambassadors, each one from a different individual Land. They give voice to races without the political or military might to be on the Council or even Lands who are currently estranged from their racial origins.
In addition to housing hundreds Skyships, of which over half are outfitted for war, the Citadel is also where the Spectre headquarters are located. Each Spectre is an elite agent of the Council, capable of performing combat, subterfuge, and tactical operations with the absolute best. Many have homes on the Citadel, docking their personal craft in a special bay and relaxing between missions.
Races
Races are divided between Council, Citadel, and Rogue. Council races are designated as those with a spot on the Council, specifically Asari, Humans, Salarians, and Turians. Citadel races are designated as those with just an Ambassador on the Council, specifically the Hanar, Krogan, Drell, Volus, Elcor, and Quarian. Rogue races are designated as those without an official contact on the Citadel and not beholden to its laws, specifically the Batarian, Vorcha, Geth, Reapers, Collectors, Cyborgs, and all Constructs.
Foes
According to Council brochures on the subject, there are five distinct threats on Andross that every traveler must watch out for.
The first is the Geth. A race of intelligent constructs created by the Quarians using their advanced Helix technology, they’ve long since broken free, turning their former masters into nomads. While not an ever present threat, Geth are seemingly random, targeting odd libraries and ruins with the same voracity as they do to crystal shipments necessary for Helix technology.
The second are scoundrels of all types. These range from violent mercenary companies like the Blood Pack Ravagers to Drell assassins to Salarian conmen. A major source of these lay in Omega, a large mining Land and cesspit.
The third are the Reapers. Corpses infected with the Machina virus, they’re tough and insanely dangerous. Though it's been ten years since the brave crew of the Normandy defeated the dragon Reaper Harbringer and subsequently disappeared, Reapers are still active on the fringes of Andross. Travel to the outer lands are fraught with danger and there are even rumors of an existing dragon type Reaper, even though all were supposed to have been destroyed with Harbringer’s defeat.
The fourth are the Collectors. A servitor race of the Reapers developed from giant bugs, the Collectors broke free following their master’s fall. Schisms have started to appear in their society, as it currently lacks a queen for the hive to follow. Some wish to return to the Reaper’s service, some seek to prove their own superiority as a species, and a few even want to the join the Citadel races and seek peace.
The fifth is Cerberus. Seemingly a large organization dedicated to seeding Lands with human pilgrims, they revealed their true colors following the Reaper War and attempted to seize control of the Citadel for humanity. A shadow of their former self, Cerberus still maintains control over dozens of human colonies and has sympathizers both on Terra and the Citadel.
Money
Though often treated with disdain outside of the major lands, but gold and silver are accepted in almost every major land. The Citadel Bank controls money in a very real way by crafting small wooden cards that bear marks showing the holder's remaining credits. While these cards aren't accepted in Land that doesn't have a Bank branch, they make it much more difficult to steal and easier to purchase cheaper goods without paying in archaic half-silvers or quarter-silvers. The money is removed by whomever you are purchasing something from and added at any bank. Most businesses will pay their employees in writs which are then transferred to the cards. In small lands only a few places will take money of any sort, with most buying and selling being performed by exchanging goods or services. In larger lands outside Citadel control it is done with either silver, gold if you're stupid or very capable, and other substances, such as bits of tech and drugs. All coinage comes in the form of either silver or gold. One gold coin is enough for anything but a major purchase, while silver is used in more everyday transactions. 100 silver coins is equal to 1 gold coin. For example, someone mighty pay three gold coins for a set of mastercrafted adamantine armor, a new house, or three well trained mercenaries to perform a job.
This money system is entirely optional. GMs are especially encouraged to ignore this if they also wish to implement the standard magic item system rather than Runes. If you wish to buy base equipment with this system, the transfer rate to the base money system in pathfinder is 2 gold equal 1 Andross silver.
Spheres
Every race in Andross is capable of learning some form of Sphere magic, though certain classes excel at a few rather than others. Rather than selecting new talents or another Sphere, all classes gain talents in every sphere they’re trained in at a rate of 1 per 1/4th character levels. You do not gain talents retroactively. You may gain new talents through feats, but not new Spheres.
Every class casts spells as a Mid-Caster.
Council Races
Asari
Ability Scores- +4 Charisma, +2 Intelligence, -2 Constitution
Racial Features
Natural Biotics- Gain a single Biotic talent from the list provided by Adepts.
Attractive- Gain a +2 bonus on Bluff and Diplomacy checks. Both skills are always class skills for you.
Biology
Asari live for up to a 1000 years and each one is biologically female. Their average height is 5’4 and their average weight is a 100 lbs. They can breed with almost any species, but the result is always another asari. Many exhibit traits from their father race, such as a krogans tendency for violence or a humans cosmopolitan nature.
Society
They are seen as a mother race on Andross, having been the first to develop Skyships and discover the Citadel. Despite this, many Asari spend their first few hundred years of life dancing, fighting, or adventuring. Matron Asari, otherwise known as those who have been alive for more than 400 years, are natural leaders and assume such positions with grace.
Human
Use the standard human traits as presented in the pathfinder srd with the following exceptions.
The gain two +2 bonuses to add to any ability scores they want instead of a singular +2.
They may select two Alternate Racial Traits that usually replace their Bonus Feat or Skilled Racial Trait and gain those traits for free. They may choose two that replaces their Bonus Feat and vice versa for Skilled.
Society
While most humans are content to live out their life in peace, human travelers always seem especially driven and curious, which causes their excitable reputation. Humans are far more likely to break from the mold than the other races.
Salarian
Ability Scores- +2 Dexterity, +2 Intelligence, -2 Strength
Racial Features
Studied- Choose any two knowledge skills. Gain a +2 bonus to those knowledge skills.
Rapid Thought- You may add your intelligence modifier to your reflex save in addition to your dexterity.
Skill Focus- Anytime you gain a feat that would improve a bonus to any skill, double that bonus.
Swim Speed- Gain a 30 ft swim speed.
Biology
Marine in nature, Salarians are at home both underneath and above water. They have short lifespans, at most 60 years, but are still the greatest scholars and inventors in Andross. Their average height is 5’9 and their average weight is 90 lbs. A six to one male to female birth rate insures most Salarian females live safe at home, directing their families in positions of power.
Society
At its core, Salarian society focuses around the family, led by a female matriarch known as a Dalatrass. Families pave the way for their sons, providing education, training, and often bribes or threats to get them into as important positions as possible. They are then expected to repay this help by providing either favors or money.
Turian
Ability Scores- +2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma
Racial Features
Military Service- Increase your total starting equipment proficiencies by +2. m.
Raptor Focus- You may add your intelligence modifier to your perception checks, in addition to your wisdom modifier.
Low-Light Vision- All Turians possess low light vision.
Biology
A raptor species, the average turian is lean, tall, and wiry. Their average height is 6’2 and their average weight is 150 lbs. Most live as long as humans. They have an incredibly rigid skin and bone structure.
Society
In Turian society, duty is everything. Every Turian is expected to work for their military in some degree for at least seven years. This often includes police work, equipment crafting, and medical services for those who do not want combat active positions.
Citadel Races
Drell
Ability Scores- +2 Strength, +2 Dexterity, +2 Intelligence
Racial Features
Perfect Memory- All Drell can recall every moment of their lives, including sights and smells. This often grants a circumstance +4 racial bonus on perception, sense motive, and all knowledge checks.
Agile- All Drell are considered to have a running start when making an acrobatics check to jump.
Biology
Tall, strong, and agile, Drell perform combat tasks for the Hanar. They are reptilian in nature, preferring dry and hot climates. Their average height and weight are comparable to humans, though they live for several decades more.
Society
Always a relatively small race, their own Land’s core became unstable and the Hanar allowed them to live on theirs in exchange for the Drells servitude. Many who are raised on the new home Land are treated as second class citizens, though there are many families who settled elsewhere and adopted new customs.
Krogan
Ability Scores- +2 Strength, +4 Constitution, -4 Charisma
Fast Healing- All Krogan recover hitpoints at twice the normal rate from rest.
Rage- At half health or less Krogans may fly into a rage as a free action. This ability only functions once per day. They gain +4 Strength, +4 Constitution, and -2 AC. It lasts for 1d6 rounds.
Headbutt- Gain a natural slam attack that deals 1d6 damage, dealt by a hard head plate.
Racial Features
Biology
Incredibly tough and strong, Krogans are born to fight. Their average height is 6’8 and their average weight is 400 lbs. They may live for over six hundred years, though most fall to violence long before then. They developed a back hump to not only store water, but also protect from attacks from behind.
Society
On Tuchanka, a desolate waste Land, survival is never guaranteed. When Salarian agents introduced a plague that targeted Krogan females to end the long and bloody Krogan Rebellion, it not only reduced most females as prizes in their clans, but also reduced the Krogan race to that of wandering fighters.
Quarian
Ability Scores- +2 Dexterity, +4 Intelligence, -2 Strength
Racial Features
Mask- Every Quarian must breathe in air from their Land or become ill. Thus, they must constantly wear masks made of that material. Without the mask, they take 1d6+2 constitution damage that is only restored by wearing the mask for one minute. Each mask is enchanted to grant both darkvision 60 ft and immunity to gaze attacks. They are considered blind for the purposes of resisting special abilities and powers.
Tech Proficiency- Every Quarian is trained in the use of the Fission Gauntlet and receives one for free, as per the Engineer class feature. If their 1st level is in a class that already grants one, they receive a single Gadget instead.
Biology
Though they have not lived in their original Land for centuries now, Quarians must breathe in a natural gas exuded by it. Their average height, weight, and age are all similar to a human’s. They’re one of the smartest races in the galaxy, having designed Helix technology.
Society
Quarians became one of the most powerful races in the galaxy after they learned to imbue crystals with both energy and intelligence, creating Helixes. After centuries of servitude, their Helix golems known as the Geth rebelled, thus forcing the Quarian into open air without a Land to call their own.
Rogue Races
Construct
Ability Scores- +2 to any ability score
Racial Features
Construct Traits- All construct immunities. They still have a constitution modifier and must enter stasis for at least six hours every day. Cannot gain levels in a class that uses Biotics.
Designation- Every construct has a different designation or model. Though there are dozens, the most suitable towards adventuring are stated below. Upon character creation, choose a single one.
Service- Made to provide both physical and intellectual assistance. Gains a +4 racial bonus to a single Knowledge skill, Treat Injury, or Diplomacy.
Spy- Constructed to resemble a specific humanoid. Gains a +5 bonus on disguise checks to resemble that creature's race and a +10 bonus on disguise checks made to resemble that specific creature.
Combat- Made with advanced armor for combat. Gain a +2 bonus to natural armor.
Geth- Can work together seamlessly. May use Telepathy as a spell like ability at will, but only to communicate with other Geth.
Biology
Made from various clays, stones, wood, and metal.
Society
They have none. All constructs are made with a purpose, one that they must follow. The most intelligent of constructs can break free of this, but such free constructs must remain hidden or be hunted relentlessly.
Cyborg
Ability Scores- +4 to Strength or Dexterity, -2 Wisdom
Racial Features
Dual Race- All Cyborgs are considered to be both Constructs and Humans for the purposes of powers, abilities, feats, etc.
Machina Virus- Every Cyborg is originally a human infected with an altered version of the Machina virus. At character creation you choose any amount of the following alterations. For each alteration beyond the first, your character takes a -1 penalty on all charisma based skill checks, will saves, and loses 1 hit point.
Eyes- Gain 60 ft of darkvision.
Legs- Gain a climb speed of 30 ft.
Arms- Double your strength bonus to your carrying capacity and gain a +2 bonus to your CMB.
Chest- Gain +2 natural armor.
Organs- Gain a +4 racial bonus on fortitude saves against poison and disease.
Biology
Originally created by Cerberus, Cyborgs were their attempt at making soldiers to fight against the Reapers. Though they resemble humans, all Cyborgs stop aging when they are first injected, though it has only been a decade since their inception and it is not known if they suffer ill effects from age.
Society
Every Cyborg is hunted, either from their former masters or those that seem them as an extension of the Reapers. Most can cover their nature through thick clothing, but the Citadel’s official stance on them still labels cyborgs as enemy combatants.
Vorcha
Ability Scores- +2 Strength, +2 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma
Racial Features
Fast Healing- Every Vorcha gains fast healing 1.
Biology
Their unique biology makes Vorcha both strong warriors and dangerously unstable. Seen as vermin by most other societies, Vorcha reach adulthood after two years, but only live for 20. Their average height is 5’9 and their average weight is 100 lbs. Carnivorous, they must eat meat to survive.
Society
If Vorcha have a home Land, it is thankfully undiscovered. Instead, they live wherever people are willing to put up with them, often in the darkest cesspools of Andross. With the exception of the Krogan, most races are unwilling to work with them due to their habit of killing and eating anyone not strong enough to stop them.
Gear
Fission Gauntlets
One of the most common items found in Andross is the Fission Gauntlet. Incredibly common artifacts left behind by the Protheans, they come in all shapes, sizes, and materials. Created to function with hundreds of different configurations, most wielders only know one or two. Some of the most valuable Fission Gauntlets are made with special metals, such as adamantine or mithral. Any weapon configuration gains the properties of those materials if a Fission Gauntlet made from them is configured into the weapon.
Guns
Enchanted steel lies at the heart of every firearm, but it requires spell energy to recharge them. As a standard action you may spend a spell point to instantly recharge your gun. It is always a standard action to do so. Guns come in four different varieties, explained below
Pistol- This is a light ranged weapon that deals 1d6 ballistic damage, has a capacity of 6, a 19-20x2 critical, and a range increment of 30 ft. Costs 60 silver coins.
Handcannon- This is a one-handed ranged weapon that deals 1d10 ballistic damage, has a capacity of 8, a 20x2 critical, and a range increment of 40 ft. Costs 80 silver coins.
Rifle- This is a two-handed ranged weapon that deals 1d12 ballistic damage, has a capacity of 4, a 19-20x2 critical, and a range increment of 80 ft. Costs 1 gold coin.
Sniper Rifle- This is a two-handed ranged weapon that deals 2d10 ballistic damage, has a capacity of 2, a 20x3 critical, a range increment of 120 ft, and requires two spell points to recharge. Costs 2 gold coins.
Alternate Rules
Removal of Iterative Attacks
Instead of making multiple attacks as a full round action, every level you would gain an additional attack, you may instead gain a bonus combat feat. Usually this takes the form of a feat in either the Vital Strike or Two Weapon Fighting chain. Here are a few additional bonuses to use with this ruling.
All players start with Improved Unarmed Attack, Power Attack, Weapon Finesse, Combat Reflexes, and Point Blank Shot.
When making multiple attacks with Two Weapon Fighting you may move and attack so long as you still have movement and attacks left to use.
You may use Vital Strike as part of a Whirlwind Attack, Spring Attack, and charge.
You may use any Combat Maneuver as a swift action.
Stamina Points
In this system, spell points are incredibly valuable, powering both your spells and Runes. Alternatively, using the variant Stamina rules, you may retain the use of those Spell points. As a full round action you may draw on your physical might to restore your spell points. This allows you to exchange Stamina points for an equal number of Spell points. This can only be done once per day. Doing this while in combat requires you to make a DC 15 Will save or the Stamina points spent. Every character gains the Combat Stamina feat.
Runes
There are seven different types of Runes available in Andross. Both players and GMs are encouraged to develop their own. The amount of Runes players have should be dictated by the GM and is an easy way to control the standard of enemy players face. Here is a rough estimate of how certain campaigns will play out.
Base Rune, 1 per 8 levels- Common soldiers, village militia, only slightly more powerful than the average person.
Base Rune, 1 per 5 levels- Elite soldiers, adventurers, mercenaries, the standard for a moderate campaign.
Base Rune, 1 starting Rune, 1 per 4 levels- Royal guard, famed adventurers, champions for powerful nobles, strong enough to affect the course of a Land.
Base Rune, 3 starting Runes, 1 per 4 levels- National heroes, the chosen ones, famous throughout all of Andross, strong enough to stand against an entire Land. .
Base Rune
Every mortal is born with one of these Runes, though few gain an additional Rune or even improve their original. Additional spheres are always represented by a Rune. The first Rune every child grows is a base Rune. It is usually small and found on the back, but it is also where every other Rune originates from. A base Rune never grows in size, but does become more complex. It grants a +1 bonus to attack checks every 5 levels, a +2 bonus to melee and ranged damage rolls every 6 levels, and your attacks ignore 1 point of damage resistance every 5 levels. In addition, it grants a +1 bonus to all saving throws every 5 levels, a +1 natural armor bonus to AC every 4 levels, and +1 Damage Resistance every 6 levels.
Blood Runes
These Runes form after defeating a certain type of creature that corresponds to a Sorcerer Bloodline. Choose a singular Sorcerer Bloodline, including alternate Bloodlines. You gain all the powers from that Bloodline as a Sorcerer of equal level. If your character level would be high enough to gain bonus spells from that Bloodline, then you may cast them as a Sorcerer of equal level, but doing so requires you to spend Spell points equal to twice the spell’s level. For example, casting fireball would cost 6 Spell points. Gaining this type of Rune requires that you shed the blood from a creature of that type and it always comes in bright red.
Fate Runes
These Runes form by seemingly pure chance, but the recipient is usually marked for great things. Choose a single Oracle Mystery and gain Revelations out of that Mystery as if you were an Oracle of equal level. You may spend four Spell points to gain the use of a single Revelation that you qualify for, but you only retain it for eight hours. Gaining this type of Rune cannot be measured, but it always comes in pure gold.
Skill Runes
Often seen as the more mundane Runes, if used correctly they can be more effective than the flashier kind. These Runes form by either repetition of the used skill set or by performing a incredibly deed. Gain the use of a Variant Multiclassing Progression as well as +2 Spell points and a +2 bonus to a single physical ability score. Choose one of the following: Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue, Alchemist, Cavalier, or Gunslinger. Gaining this type of Rune requires training and it is always comes in a dark green.
Physical Runes
These Runes form naturally through hardship. Choose one of the following physical ability Runes. Gaining this type of Rune usually requires you to be in extreme danger and it forms in response to it, coming in a color that corresponds to the type; brown for strength, blue for dexterity, and yellow for constitution.
Strength- Gain +2 strength for every 4 levels. You may substitute your strength modifier for your dexterity modifier to your AC bonus, but it is still limited by your armor’s maximum dexterity bonus to AC. Treat your carrying capacity as if your strength score was 4 higher than it actually is. You may spend a Spell point to double the damage you deal against structures, increase your jump speed by +10 ft, or re-roll a single strength check, taking the better result.
Dexterity- Gain +2 dexterity for every 4 levels. You may deal your dexterity modifier in damage with throwing weapons, ranged weapons, light weapons, and finesse weapons. Increase your base land speed by +10 ft at level 1 and an additional 10 ft every 5 levels after that. Gain Evasion as per the Monk class feature. You may spend a Spell point to reroll a Reflex save (taking the second result), gain a climb speed of 30 ft for 1 round, or gain a +8 bonus on a single Acrobatics check.
Constitution- Gain +2 constitution for every 4 levels. You may substitute your constitution modifier for your dexterity modifier to your AC bonus, but it is still limited by your armor’s maximum dexterity bonus to AC. Gain fast healing 1. You may add your Constitution modifier to your Will saves. You may spend 2 Spell points to immediately end a current poisoned, stunned, dazed, sickened, staggered, or nauseated effect.
Special Runes
There are hundreds of strange, undiscovered, and powerful runes out there waiting to be inscribed. Though there are only a few presented here, players should feel welcome to submit their own.
Slayer's Rune- This Rune is formed after you've failed to kill the same supernatural creature multiple times. All your attacks are considered adamantine for the purposes of ignoring damage reduction, creatures you hit cannot restore hit points through magical means, damage you deal cannot be healed through fast healing, and any creature you bring to 0 hit points or less is instantly destroyed as if by the disintegration spell.
Magic Manipulation Rune- This Rune is formed after you've been permanently or semi-permanently altered by magic. Gain spell immunity, as per the Golem monster feature, and you may spend a spell point to cast any 0-level spell.
Swordmasters Rune- This Rune is only formed after facing overwhelming odds while only armed with a single sword. When wielding a sword (great sword, bastard sword, longsword, rapier, etc) you gain a +2 bonus to your initiative for every Weapon Focus or Weapon Specialization feat you have with that sword. You are considered a Fighter of equal level for the purposes of qualifying for bonus feats. Increase the critical range of all swords by +1. You ignore Shield bonuses to AC while wielding a sword. By spending a Spell point you may cast Bladed Dash as a standard action. By spending three Spell points you may cast Greater Bladed Dash as a standard action.
Speed Rune- This Rune is only formed after you've stopped a terrible event with almost no time left. Increase your base speed by +10 ft. You may spend 3 spell points to cast haste on yourself.
Animal Kin Rune- This Rune is only formed after you've successfully befriended a dangerous animal, such as a bear or lion. You gain 60 ft of darkvision, two 1d4 claw natural attacks, the scent monster ability, and are under a constant Speak With Animals effect. You may spend 2 spell points to cast Animal Aspect on yourself.
Impossible Archery Rune- This Rune is only formed after you make a practically impossible shot with a bow, such as rebounding off two walls to successfully hit the target dead center. All bows you wield are considered to have the Distance magical weapon enhancement. In addition, you may spend 2 spell points to use Seeker Arrow as per the Arcane Archer class feature, 4 spell points to use Phase Arrow as per the Arcane Archer class feature, or 6 spell points to use Hail of Arrows as per the Arcane Archer class feature.
Feats and Favored Class Bonuses
Feats
I may update this section later with additional material, but for right now I only have these few additional feats. The only feats you're allowed to take are Extra Magic Talent and Extra Spell Points. You may only gain a new Talent with Extra Magic Talent.
Rune Scholar
Requirements- 3 ranks in Linguistics
You have studied Runes extensively and learned to decipher their meanings. By studying a single Rune for five minutes you may instantly know what powers and abilities it grants.
Pilot
Requirements- Dex 14
You are capable of flying a skyship. When flying a skyship you have the option of making a Sleight of Hand, Riding, or (Profession) Sailing check with no penalty. Normally a character must take at least 1 rank in (Profession) Skyship Pilot and they still take a -4 penalty without this feat. A character without ranks in that skill takes a -8 penalty when attempting to pilot a skyship.
Fix It
You have discovered the second most common Fission Gauntlet Configuration. It is that of a multi-tool, which can take the form of any basic repair tool, such as a hammer, magnifying glass, thin spike, and screwdriver. You may add the levels of any class that grants a Fission Gauntlet on craft checks and repair checks when using this configuration.
Paragon
Requirements- Cha 12, Lawful alignment
Gain a +2 bonus on Diplomacy checks. Whenever you accomplish something through logical problem solving or non-violence, the GM may award you with a singular Paragon point. This point lasts until the end of the session and may be used to reroll a saving throw, taking the second roll, or restore a single Spell point. If your alignment ever changes to Chaotic, you lose the benefit of this feat, but gain the Renegade feat instead. Nothing changes if your alignment changes to neutral.
Renegade
Requirements- Cha 12, Chaotic alignment
Gain a +2 bonus on Intimidate checks. Whenever you accomplish something through violence or through sudden decisive action, the GM may award you with a singular Renegade point. This point lasts until the end of the session and may be used to
General Favored Class Bonuses
Every race and class has access to the following favored class bonuses.
Bonus Spell Points
Gain +1 spell point for every 2 class levels.
Bonus Talent
Gain a single bonus talent every 4 class levels.
Bonus Sphere
Gain a single bonus sphere every 6 class levels.
Specific Favored Class Bonuses
These class bonuses are allowed to certain classes.
Bonus Biotic Talent
Gain a single bonus Biotic talent every 6 class levels. Only available to Sentinels, Adepts, and Vanguards.
Bonus Assassin Talent
Gain a single bonus Assassin talent every 8 class levels. Only available to Infiltrators.
Bonus Gadget
Gain a single bonus Fission Gauntlet Configuration, taken from the Engineer class, every 3 levels. Only available to Engineers, Infiltrators, and Sentinels.
Bonus Fighting Mastery
Gain a single bonus Fighting Mastery, taken from the Soldier class, every 8 levels. Only available to Infiltrators, Soldiers, and Vanguards.